sim:start
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| sim:start [2017/11/25 12:40] – created jims | sim:start [2017/12/01 16:24] (current) – jims | ||
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| For now, this " | For now, this " | ||
| - | playable. | + | playable. |
| - | that can be run without human intervention -- or a full-fledged game playable | + | can be run without human intervention -- or a full-fledged game playable in a |
| - | in a play-by-email format. | + | play-by-email format. |
| -jds, 25 Nov 2017 | -jds, 25 Nov 2017 | ||
| + | |||
| + | ==== Overview ==== | ||
| + | |||
| + | The game consists of a [[#map]] detailing a number of [[# | ||
| + | with its own set of [[# | ||
| + | community (in secret) determining how to [[#move]] its resources and then what | ||
| + | [[# | ||
| + | all moves and actions are revealed -- and the [[# | ||
| + | Finally, one or more random [[#Events]] are resolved. | ||
| + | |||
| + | These turns are repeated until the players get bored or a pre-determined end | ||
| + | condition is reached. | ||
| + | |||
| + | ==== Map ==== | ||
| + | |||
| + | The map is the playing field of the game. It's only required feature is to | ||
| + | determine which communities are neighbors to each other. | ||
| + | |||
| + | The game was conceived using a hex grid for its map -- where each hex represents | ||
| + | a single community. | ||
| + | However, more complex maps in any configuration could be used. | ||
| + | |||
| + | Three of the [[# | ||
| + | [[# | ||
| + | |||
| + | //A variant rule would be to assign different Defense values for each entry | ||
| + | point into the sector. | ||
| + | values).// | ||
| + | |||
| + | ==== Characteristics ==== | ||
| + | |||
| + | === Land === | ||
| + | * Fixed value -- based on [[#map]] | ||
| + | * Defines how much Arable Land is available to the community | ||
| + | * Required by Farmers to produce Stores | ||
| + | |||
| + | === Resources === | ||
| + | * Fixed value -- based on [[#map]] | ||
| + | * Defines how many Natural Resources are available to the community | ||
| + | * Required by Producers to produce Wealth | ||
| + | |||
| + | === Defense === | ||
| + | * Fixed value -- based on [[#map]] | ||
| + | * Reduces effectiveness of invasion by neighbors | ||
| + | |||
| + | === Population === | ||
| + | * Open-ended, Initially 1-100 | ||
| + | * Can be split between: | ||
| + | * Farmers -> with [[# | ||
| + | * Producers -> with [[# | ||
| + | * Military -> with [[# | ||
| + | * Increases naturally | ||
| + | * Low farming reduces | ||
| + | * High population reduces | ||
| + | |||
| + | === Infrastructure ==== | ||
| + | * Open-ended, Initially 1-100 | ||
| + | * Decreases naturally (can be maintained by expending wealth) | ||
| + | * Required for Production | ||
| + | |||
| + | === Wealth ==== | ||
| + | * Open-ended, Initially 1-20 | ||
| + | * Decreases naturally | ||
| + | * High attracts wars/raids | ||
| + | * Low reduces Infrastructure | ||
| + | |||
| + | === Stores ==== | ||
| + | * Limited by Infrastructure, | ||
| + | * Reduces naturally | ||
| + | * MUST be used to feed Population | ||
| + | * Can be bought with wealth using Diplomacy skill | ||
| + | * Can be used to offset Farming shortage | ||
| + | |||
| + | ==== Skills ==== | ||
| + | |||
| + | === Farming === | ||
| + | * When combined with Farmers, feeds population or increases Stores | ||
| + | |||
| + | === Production === | ||
| + | * Produces Wealth | ||
| + | * Produces Infrastructure | ||
| + | |||
| + | === Attack === | ||
| + | * When combined with Military, allows attack on neighbor | ||
| + | * When used, this provides a penalty to Defense skill | ||
| + | |||
| + | === Defense === | ||
| + | * When combined with Military, defends against neighbor | ||
| + | |||
| + | === Loyalty === | ||
| + | * Used to avoid Uprisings | ||
| + | |||
| + | === Intelligence === | ||
| + | * Used to spy on neighbors | ||
| + | |||
| + | === Diplomacy === | ||
| + | * Can be used to buy Stores from neighbors | ||
| + | * Gives Military " | ||
| + | * "Range penalties" | ||
| + | |||
| + | === Magic === | ||
| + | * Can be used to enhance (most?) other skills | ||
| + | * Used to defend against SOME natural disasters | ||
| + | |||
| + | === Piety === | ||
| + | * Can be used to enhance (most?) other skills | ||
| + | * Used to defend against MOST (ALL?) natural disasters | ||
| + | |||
| + | ==== Moves ==== | ||
| + | |||
| + | Each turn consists of a " | ||
| + | //all// communities are resolved before any actions are resolved. | ||
| + | |||
| + | The Move allows the community to redistribute [[# | ||
| + | Farmers, Producers, and Military. | ||
| + | |||
| + | No more than 20 units can be shifted in each turn. | ||
| + | |||
| + | ==== Actions ==== | ||
| + | |||
| + | After each community' | ||
| + | |||
| + | First, all " | ||
| + | Finally, at the end of the turn, the " | ||
| + | |||
| + | === Initial === | ||
| + | |||
| + | Each turn has a series of " | ||
| + | |||
| + | * Farmers produce Stores | ||
| + | * Producers produce Wealth | ||
| + | * Population consumes Stores | ||
| + | |||
| + | === Planned === | ||
| + | |||
| + | Only one planned action is allowed per turn and may be one of the following: | ||
| + | |||
| + | == Attack == | ||
| + | * Use Attack to attack neighbor | ||
| + | * Provides penalty to Defense for rest of turn | ||
| + | * Can target any stat (Population, | ||
| + | * Each has its own mechanism, but all are defended by Military(Defense) | ||
| + | |||
| + | == Import == | ||
| + | * Use Diplomacy to buy Stores from neighbor | ||
| + | |||
| + | == Non-combat intervention == | ||
| + | * Use skill(s) to affect neighbor | ||
| + | * Can target any skill (?) | ||
| + | * Each has its own mechanism | ||
| + | |||
| + | === Automatic === | ||
| + | |||
| + | At the end of each turn, the " | ||
| + | |||
| + | * [[# | ||
| + | * [[#Events]] occur | ||
| + | * More??? | ||
| + | |||
| + | ==== Consequences ==== | ||
| + | |||
| + | This is the meat of the game... | ||
| + | |||
| + | Each of the [[# | ||
| + | the [[# | ||
| + | |||
| + | ==== Events ==== | ||
| + | |||
| + | Some events affect only one community, while others affect //all// communities. | ||
| + | |||
| + | * Plague -> Reduces Population | ||
| + | * Blight -> Reduces Farming | ||
| + | * Earthquake -> Reduces Infrastructure and Population | ||
| + | * Storm -> Reduces Infrastructure and Population | ||
| + | * Magic -> | ||
| + | * Divine -> | ||
| + | * Uprising -> | ||
| + | * High-level PCs -> (comic effect) | ||
sim/start.1511635228.txt.gz · Last modified: by jims
